Resources

In this section, public deliverables and resources created within the eConfidence project will be displayed. 

Project deliverables and reports

D2.1 – Information dossier on researched topics and indicators to assess the educational possibilities of videogames

This report includes a study on psychological and educational effect of videogames, in relation with bullying and safe use of the internet, and a set of guidelines for interventions and games design, which are the base for the game scenarios.

A summary of the report is available here

The full document will be available in Spring 2018.

D2.2 – Information dossier on measurement instruments for the pilot test

The document is the conceptual and operational description of variables that will be assessed both prior (pre-test), during gaming (experimental treatment) and after the gaming experience (post-test), for the topics of safe use of the internet and bullying.

A summary of the report is available here

The full document will be available in Spring 2018.

D2.5 – State of market analysis

The document is the market analysis conducted by Everis (project partner) to identify the main key trends and challenges in the areas of using technologies in schools and serious games and game-based learning, to drive the project development method. The study included the involvment of experts of the fields and on the topics (safe use of the internet and bullying).

A summary of the report is available here

The full document will be available in Spring 2018.

D4.2 - Information dossier on pre-test data analysis

This report includes information extracted from the preliminary results of the eConfidence pre-test data analysed. The pre-test was carried out in 10 European schools between November 2017 – January 2018, as part of the pilot test of the eConfidence project. 

A summary of the report is available here.

The full document  will be available in Autumn 2018. 

D7.5 – Report with lessons learnt from other projects and initiatives

The document aims to offer an overview on a number of projects dealing with behaviour changes in relation with games and gamification, in order to improve eConfidence implementation plan and seek for synergies with the identified projects, in order to disseminate and exploit the games and/or the methodology used. 

A summary of the report is available here

The full document will be available in Spring 2018.

Other resources

Educational benefits of eConfidence serious games

This educational brief outlined the concept of serious games and how they can support learning, with a focus on the two project's topics: bullying and safe use of the internet.

Download educational brief - PDF  

Xtend platform

Social learning environment – by Everis

www.xtendeducacion.com - Download presentation - PDF